If you mean the ring on the far side of the planet that's made in the usual way PS. On the near side it's just perspective in vue, the whole scene with the asteroid is made huge to make the perspective work - but it was impossible to actually make it a ring (too high poly count). I wish someone could get their head around variable scaling so we can make proper rings in VUE without having to fake it or make multiple renders.

add a multiply node after the distance to camera and set it to 1000. you'll get this white core with a dark outside...but it doesn't scale, it should be a gradient not a solid distribution. but that might be getting closer

now, there's a couple problems...this is in terms of Vue units (which of course is janky by itself), but i think the scaling function is expecting a vector output, so somehow it has to be converted. was thinking a couple math nodes (like multiply maybe?) might be needed in there to make the scaling occur rapidly over a short distance. i've messed with it a little bit but i couldn't get it to work properly. if you wanna give it a shot, let me know if you make any progress

Think I'm a bit too fresh to the program yet, and vue tends to be very unstable on my machine, so it's not the best experimentation ground. I really want to use metablobs instead of the inbuilt low poly rocks. I can't get vue to populate with metablob objects without crashing though (even if I only populate one or two instances). So as of now I've given vue a rest out of frustration.

Yeah, I guess that's way less resource intense. However I think there's something else wrong. Vue crashes as soon as I use the population feature. Even if I only populate one single metablob, vue crashes.

For atseroid belts - Vue's rocks rock (unless they have to be close up, then I need to model my own ones since the Vue ones are too low-poly for closeups) but they're a huge timesaver for creating closeup rings like this